Use stl vectors to manage opengl buffer objects - c++

I don't think I am the first one to think about this ... but would it be possible to write a STL allocator that manages VRAM/Buffer Objects(BO) in OpenGL?
As a result of this Question I currently use vectors to write to and read from BOs.
Additionally i use some templating to map BOs as almost anything i like. Like this:
TypedBufferObject<someKindOfStruct> tbo = getTBO();
someKindOfStruct* mapPtr = tbo.map(GL_READ_WRITE);
This works quite well ... but isn't really safe when it comes to the number of elements that map contains.
Has someone implemented a BO-based allocator for STL? And (if not) would it actually be possible?

This article by Matt Austern is the classic reference for creating your own allocator. Allocator have their nooks and crannies, but when you know them writing your own isn't really all that hard.

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Multidimensional Array Implementation [duplicate]

This question already has an answer here:
how to traverse a boost::multi_array
(1 answer)
Closed 8 years ago.
After searching for a while I did not find an answer to my question, so apologies in advance if this was already answered somewhere else.
I'm looking for a multi-dimensional data-structure in C++ that allows access not only as N-dimensional array, but also as 1-dimensional.
For an example assume a simple 2-dimensional matrix (it could go to higher dimensions, but in that case let's stick to this example). In most cases the member will be accessed in row-colum-form, e.g. matrix[x][y]. In other cases it might be desireable to access all members as a single list, e.g. for matrix addition using std-algorithms.
Standard-Approach would probably be something like std::array<std::array<double, 4>, 4> and write additionally an iterator with linear access to all members and maybe an extra accessor function.
A second approach is the other way around std::array<double, 16> with accessors in row-colum-form, but in this case it gets tricky to return whole columns .
Or maybe it is doable with boost MultiArray, but I think reducing the dimensions of a MultiArray always results in only getting slices of the MultiArray.
My question boils down to: Is there already an implementation in the standard-library or some well-known library, like boost, for this? If not, am I missing a point and there is a simpler method than the ones I wrote about?
EDIT: I was not looking for only iteration over all values, like in the mentioned question. But however from the pointed documentation I could find that MultiArray can be accessed as C-style array which is enough for my needs. This can then be closed and thanks for all answers
See boost::multi_array::data() and boost::multi_array::num_elements().
As with std::vector, it would appear you can just access it as a solid block of memory by index, if that's all you want. I've never done this, but looks like you can. Just because you can doesn't necessarily mean you should, but, well...
See this answer:
how to traverse a boost::multi_array
There is something like what you are looking for: std::valarray<T>. Well, the intend of the std::valarray<T> class template is to provide different views on the same array and to support potentially vectorized evaluation. That said, it doesn't really work and probably few people are using it.
However, from what you described you probably want to have something providing an array view on an existing array. I'd be pretty sure that this was implemented before, if nothing else as a replacement for std::valarray<T> but I can't point to an implementation.

C++ A Collection of Objects

i'm self learning C++ (using schaum's programming with c++ book), and i can't find anything in the book that explains how to create a collection of objects?
For example say you have a class of books, and a class of stores, and you want to create a collection of book objects in the store class, how would this be implemented?
I'm confused as with arrays you have to give a set size don't you? So what if you don't yet know the size needed? I'm assuming an array is not the best thing to use...
Also sorry if the book/store class example is a bad example. :)
You seem to be catching on quickly. No, arrays are generally not the best thing to use.
The standard library has a number of collection classes such as vector, deque, list, set, map, etc. From the sound of things, you might want a vector or a multimap. A vector is pretty much like an array, except that it resizes as needed when you insert objects. A map gives you the ability to look things up based on a field, such as looking a book up based on the title or author.

Is using a map where value is std::shared_ptr a good design choice for having multi-indexed lists of classes?

problem is simple:
We have a class that has members a,b,c,d...
We want to be able to quickly search(key being value of one member) and update class list with new value by providing current value for a or b or c ...
I thought about having a bunch of
std::map<decltype(MyClass.a/*b,c,d*/),shared_ptr<MyClass>>.
1) Is that a good idea?
2) Is boost multi index superior to this handcrafted solution in every way?
PS SQL is out of the question for simplicity/perf reasons.
Boost MultiIndex may have a distinct disadvantage that it will attempt to keep all indices up to date after each mutation of the collection.
This may be a large performance penalty if you have a data load phase with many separate writes.
The usage patterns of Boost Multi Index may not fit with the coding style (and taste...) of the project (members). This should be a minor disadvantage, but I thought I'd mention it
As ildjarn mentioned, Boost MI doesn't support move semantics as of yet
Otherwise, I'd consider Boost MultiIndex superior in most occasions, since you'd be unlikely to reach the amount of testing it received.
You want want to consider containing all of your maps in a single class, arbitrarily deciding on one of the containers as the one that stores the "real" objects, and then just use a std::map with a mapped type of raw pointers to elements of the first std::map.
This would be a little more difficult if you ever need to make copies of those maps, however.

Initializing a AS 3.0 vector with type array - Vector.<Array>? (plus C++ equivelant)

I have a quick question for you all. I'm trying to convert over some ActionScript code to C++ and am having a difficult time with this one line:
private var edges:Vector.<Array>
What is this exactly? Is this essentially a multidimensional vector then? Or is this simply declaring the vector as a container? I understand from researching that vectors, like C++ vectors, have to be declared with a type. However, in C++ I can't just put down Array, I have to use another vector (probably) so it looks like:
vector<vector<T> example;
or possibly even
vector<int[]> example;
I don't expect you guys to know the C++ equivalent because I'm primarily posting this with AS tags, but if you could confirm my understand of the AS half, that would be great. I did some googling but didn't find any cases where someone used Array as it's type.
From Mike Chambers (adobe evangelist) :
"Essentially, the Vector class is a typed Array, and in addition to ensuring your collection is type safe, can also provide (sometimes significant) performance improvements over using an Array."
http://www.mikechambers.com/blog/2008/08/19/using-vectors-in-actionscript-3-and-flash-player-10/
Essentially the vector in C++ is based on the same principles. As far as porting a vector of Arrays in AS3 to C++, well that's not a conversion that is clear cut in principle, as you could have a collection (array) of various types in C++, such as a char array. However, it appears you've got the idea, as you've pretty much posted examples of both avenues in your question.
I would post some code but I think you've got it exactly. Weather you use a vector within a vector or you declare a specifically typed collection I think comes down to a matter of what works best for you specific project.
Also you might be interested in:
http://www.mikechambers.com/blog/2008/09/24/actioscript-3-vector-array-performance-comparison/

What is the usefulness of project1st<Arg1, Arg2> in the STL?

I was browsing the SGI STL documentation and ran into project1st<Arg1, Arg2>. I understand its definition, but I am having a hard time imagining a practical usage.
Have you ever used project1st or can you imagine a scenario?
A variant of project1st (taking a std::pair, and returning .first) is quite useful. You can use it in combination with std::transform to copy the keys from a std::map<K,V> to a std::vector<K>. Similarly, a variant of project2nd can be used to copy the values from a map to a vector<V>.
As it happens, none of the standard algorithms really benefits from project1st. The closest is partial_sum(project1st), which would set all output elements to the first input element. It mainly exists because the STL is heavily founded in mathematical set theory, and there operations like project1st are basic building blocks.
My guess is that if you were using the strategy pattern and had a situation where you needed to pass an identity object, this would be a good choice. For example, there might be a case where an algorithm takes several such objects, and perhaps it is possible that you want one of them to do nothing under some situation.
Parallel programming. Imagine a situation where two processes come up with two valid but different results for a given computation, and you need to force them to be the same. project1st/2nd provides a very convenient way to perform this operation on a whole container, using an appropriate parallel call that takes a functor as an argument.
I assume that someone had a practical use for it, or it wouldn't have been written, but I'm drawing a blank on what it might have been. Presumably its use-case is similar to the identity function that the description mentions, where there's no real need for processing but the syntax requires a functor anyway.
The example on that same page suggests using it with the two-container form of std::transform, but if I'm not mistaken, the way they're using it is functionally identical to std::copy, so I don't see the point.
It looks like a solution in search of a problem to me.